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  1. A Liberty in a Madine fleet is my favorite ship in the game. My typical build is: MC80 Star Cruiser (96)• Gunnery Team (7)• Engine Techs (8)• SW-7 Ion Batteries (5)• H9 Turbolasers (8)= 124 Points I'm today's meta, H9s and XI7s, are flip a coin for me, and I'll run both of I have the points. With a token and a nav command, you can either go from speed 1 to (effectively) speed 4, or you can go from speed 2 to 4 with 4(!) extra clicks. The Liberty doesn't like to joust against ISDs, but it likes to pounce and flank. The one thing that you really need to be careful about when you flank is finding yourself in a tail chase, especially as second player. It can sometimes be hard to finish off big ships running away.
  2. I like what you're trying to do with this list, but I'd be very tempted to replace the Pelta with Yavaris.
  3. Madine is my favorite admiral, so I'm a big fan of this fleet. I'm curious, are you typically bidding for first or second player?
  4. It might be a bit riskier, but have you considered putting Raddus on Dodonna's pride. That would give you the option to put either the Liberty or MC-30 in hyperspace depending on the fleet you are facing.
  5. @ForceSensitive You're right, we got caught up in the craziness of that blinded gunners draw. I think that with Madine I could have turned hard enough to deny the side arc (hidden my side arc, not avoided yours), but I would have to have avoided your flotillas, and I don't remember the board state well enough to be certain. If I could have pulled it off, it would have taken spectacular roll, especially into the corona, to kill it. If I couldn't hide my side, I think it would have still taken three accuracies and 7 damage to kill it, again into the corona. Still a difficult roll, but not impossible for Defiance. If I could have stayed at red range, the rolls required become even more improbable. I think it's likely the liberty lived, but I really wish we'd played it out so we knew for sure. Edit: After giving it a little more thought, your maneuver might have carried you forward far enough that I could have either slowed down or used the flotilla as a break to stay out of range completely. Ramming the flotilla (maybe twice) was certainly part of the plan until blinded gunners showed up. Again, we should have moved the ships. If I'm going to lose, I want to lose by the right amount.
  6. I played against this list in round 4 with a Madine Liberty list. it's a strong list, and it was well flown. I took first player and Solar Corona as the safest objective choice. Fleet ambush is often maligned as an objective, but I didn't have a squadron alpha and I would have needed 7 activations to last/first. With only 5, I'd have to weather Ackbar broadsides from both the MC-80 and MC-30 before I got to respond, and my likely escape vector would have just put me into the other arc of Defiance. In retrospect, taking Fleet Ambush and deploying very conservatively might have been a better choice, because the fully disadvantaged deployment made it impossible to get my ships into the fight without running head long into 3 Ackbar broadsides (I tried that in game one and nearly got tabled by @Church14). In the end, after 6 rounds of tense maneuvering, the only casualty was the flotilla that I used to block the approach of an MC-30, but it was a really fun game. I have to echo what everyone else has said about the event itself. I had great opponents for all four matches. The staff and TO were great; it was well organized, and they provided food. What more can you ask for?
  7. I don't have much to add that hasn't been said already, but when using engine techs you have incredible speed flexibility that you can use to your advantage. When starting at speed 1, with a dial and a token, you can effectively change speed by 3 to execute a speed 4 maneuver. To visualize it, lay your range ruler at the end of your maneuver tool, and this is the range you can threaten. Playing this aggressively can sometimes disrupt your opponent's plans. Just remember, you have to complete the speed 3 maneuver first. I have tripped myself up thinking about where I wanted to end up at speed four, but getting stuck overlapping a ship with my first maneuver, usually with a back corner as it swings out. I like to play mine with engine techs, gunnery teams, sw7, and h9 for hunting small ships. If I have the points, I'll also add XI7s.
  8. These are some very good points to consider. My original thought was that against high activation fleets that pad with flotillas or make heavy use of relay, I could use the H9 to try to gain activation advantage, saving Admonition for tougher targets. Alternately, facing GH/Yavaris, if Admonition was the first one in to try to take out Yavaris, one accuracy wouldn't guarantee locking down the double brace, but an accuracy would be pretty valuable on a second MC30 against GH or flotillas. That said, I can certainly see situations that I would want H9 on my toughest ship, so I'll have to give this some thought. I have to room to add a second H9 and drop to a 3 point bid, but I was leaning toward Lando and a 7 point bid.
  9. After playing with a lot of the advice here, I've made a version 2 of my list that I think adheres mostly to the spirit of the original. That said, perhaps full Motha MSU or GH/Yavaris may be more efficient overall, but I think this will be fun to fly. Once again, thank you all for the help. I've dropped H9s on Admonition, Wedge, one VCX, and Torryn Farr. Instead, I've added Gold, Scurrg (I like Scurrgs), a BCC, and Jamming Fields. Overall, I sacrifice anti-squadron in favor of anti-ship, but I'm hoping that the jamming field will help tank a bit of damage to make up somewhat for losing Wedge. I have a hefty bid now, and I'd appreciate any recommended critical additions. Faction: Rebel Alliance Points: 389/400 Commander: General Dodonna Assault Objective: Precision Strike Defense Objective: Hyperspace Assault Navigation Objective: Intel Sweep [ flagship ] MC30c Torpedo Frigate (63 points) - General Dodonna ( 20 points) - Admonition ( 8 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 100 total ship cost Nebulon-B Escort Frigate (57 points) - Yavaris ( 5 points) = 62 total ship cost MC30c Torpedo Frigate (63 points) - Ordnance Experts ( 4 points) - H9 Turbolasers ( 8 points) - Assault Proton Torpedoes ( 5 points) = 80 total ship cost GR-75 Medium Transports (18 points) - Bomber Command Center ( 8 points) = 26 total ship cost GR-75 Medium Transports (18 points) - Jamming Field ( 2 points) = 20 total ship cost 1 VCX-100 Freighter ( 15 points) 1 Biggs Darklighter ( 19 points) 1 Jan Ors ( 19 points) 1 Luke Skywalker ( 20 points) 1 Gold Squadron ( 12 points) 1 Scurrg H-6 Bomber ( 16 points)
  10. Thanks for all of the great advice. I love how genuinely helpful the Armada community is. It looks like there are a few directions that I can push this list in, and I've been playing a bit and I'm not quite sure yet which way that I want to go. Every time that I try to push the list more toward bombers, it starts to feel like Galant Haven at 87 points may be more beneficial than my 88 point MC30, and I'm not sure that I want to fall into that archetype.
  11. I'm trying to create an MC30 list that I would be comfortable playing as second player and would have some objective options as first player. VCXs are a key for that, and I suspect that I want intel w/ escort to keep them mobile. I originally added the Neb-B Escort because it was the cheapest way for the rebels to get two blue anti-squadron dice to help counter TIE swarms, and I chose Yavaris over a turbolaser upgrade because it synergizes nicely with relay. Luke and Wedge give me black bomber die that will benefit from Yavaris while providing escort, and Toryn will help my Neb-B anti-squadron as well as my squadron force. I think that I have a lot of pieces that work nicely together in pairs, but I'm afraid that this list is trying to do too much and doesn't do any one thing well enough to be really successful in a tournament. I've debated yellow objectives quite a bit, and I'm not sold on Hyperspace Assault. Even with my pair of VCXs, I don't think that Fire Lanes will work too well with my short range dice. Capture the VIP is a possibility for 50 pts; with relay, I can keep one flotilla out of the fight for the most part to carry the token. I've also thought about Planetary Ion Cannon to give me a few more shots at tough targets like ISDs or HMC80s. That's actually my biggest concern with this list. I don't know if I have enough sustained damage potential versus ISDs and HMC80s. I might be better off dropping the second MC30 and a transport for a pair of TRC90s, or even dropping Yavaris as well for 3 TRC90s and changing my commander to either Mon Mothma or Madine. With some squadron tweaks, I could easily get it to 6 activations at that point. I'm also slightly concerned that having no bid is a mistake. My first candidates for recovering some points in dropping Toryn or replacing Wedge with a generic X-Wing. Either would give me a pretty reasonable bid. I know there are people here with a lot more experience running MC30s than I have, so I would greatly appreciate any feedback that you might have. Thanks! Faction: Rebel Alliance Points: 400/400 Commander: General Dodonna Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Intel Sweep [ flagship ] MC30c Torpedo Frigate (63 points) - General Dodonna ( 20 points) - Admonition ( 8 points) - Ordnance Experts ( 4 points) - H9 Turbolasers ( 8 points) - Assault Proton Torpedoes ( 5 points) = 108 total ship cost MC30c Torpedo Frigate (63 points) - Ordnance Experts ( 4 points) - H9 Turbolasers ( 8 points) - Assault Proton Torpedoes ( 5 points) = 80 total ship cost Nebulon-B Escort Frigate (57 points) - Yavaris ( 5 points) = 62 total ship cost GR-75 Medium Transports (18 points) - Toryn Farr ( 7 points) = 25 total ship cost GR-75 Medium Transports (18 points) = 18 total ship cost 2 VCX-100 Freighters ( 30 points) 1 Biggs Darklighter ( 19 points) 1 Jan Ors ( 19 points) 1 Luke Skywalker ( 20 points) 1 Wedge Antilles ( 19 points)
  12. I'm looking forward to experimenting with the Profundity title to place a blocker precisely where I want it to pin a ship in place, hopefully after I have a nice close range double arc lined up.
  13. Scout frigate with spinal armament, with OE, for 80 something points...could be worth it for up to 5 rerollable black dice a turn at red range....or 10 rerollable black dice at close range (with CF). Might be because its 3:30am and im a bit befuddled but how are you getting 5 black dice at red range? Using Sato and Spinal Armaments - 2 red from the front arc, replaced with black. 2 reds from the side arc, replaced with black. Concentrate Fire used to add a black to one of the shots. That's 5. A CR90EA [CR90A (44) w/ Enhanced Armament (10)] can also yield 5 black dice at red range with a double arc and concentrate fire for only 54 points. Compared to the MC30, you're losing the re-rolls and the crit effects and, obviously, the close range black dice, but at a pretty healthy discount of 33 points (41 if the MC30 had a title). It also has a command value of 1, making it easier to time the concentrate fire command. Compared to a TRC90, the CR90EA has a higher damage ceiling (10 vs. 8), a much lower floor (0 vs. 4), and comparable expected damage (~5 for each). Of course, you have also to weigh the benefit of saving evades for use as defense tokens. Also, both components come in the Core Set, so it's cheaper to field (in real world dollars) than a TRC90.
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